Overview
Named after a 1980 Unix game. Roguelikes combine procedural generation with permadeath—every run generates new dungeons, every death restarts the journey. The Berlin Interpretation attempted to codify genre characteristics; purists debate what counts. Modern “roguelites” relax strict requirements while keeping core principles. From NetHack’s systemic depth to Hades’s narrative innovation, the roguelike philosophy influences far beyond its niche origins.
Fast facts
- Named after: Rogue (1980).
- Core elements: Procedural generation, permadeath.
- Purist definition: Berlin Interpretation.
- Modern term: Roguelite (relaxed rules).
Berlin Interpretation (2008)
| High value | Low value |
|---|
| Random environment | ASCII display |
| Permadeath | Single player |
| Turn-based | Dungeon hack |
| Grid-based | Exploration |
| Non-modal | Resource management |
| Complexity | Numbers |
Genre evolution
| Era | Characteristics |
|---|
| Traditional (1980s) | ASCII, pure roguelike |
| Major roguelikes (1990s) | NetHack, ADOM, Angband |
| Indie revival (2008+) | Spelunky, Isaac |
| Roguelite boom (2010s+) | Action hybrids |
Traditional vs roguelite
| Traditional | Roguelite |
|---|
| Turn-based | Real-time |
| No meta-progression | Unlocks persist |
| Pure restart | Some carry-over |
| Complex systems | Streamlined |
Modern landmarks
| Game | Innovation |
|---|
| Spelunky | Real-time platforming |
| FTL | Spaceship roguelike |
| Binding of Isaac | Item synergies |
| Hades | Narrative integration |
| Slay the Spire | Deck-building |
Design influence
| Adopted element | By |
|---|
| Procedural generation | Open world games |
| Permadeath modes | Strategy, survival |
| Run-based structure | Many genres |
| Meta-progression | Live service games |
See also